{
intelContextPtr intel = INTEL_CONTEXT( ctx );
const GLboolean do32bpt = ( intel->intelScreen->cpp == 4 &&
- intel->intelScreen->textureSize > 4*1024*1024);
+ intel->intelScreen->tex.size > 4*1024*1024);
switch ( internalFormat ) {
case 4:
image->Width, image->Height, image->Depth, offset,
row_len, t->Pitch, t->depth_pitch);
- switch(image->IntFormat)
- {
+ switch (image->InternalFormat) {
case GL_COMPRESSED_RGB_FXT1_3DFX:
case GL_COMPRESSED_RGBA_FXT1_3DFX:
case GL_RGB_S3TC:
}
break;
default:
- fprintf(stderr,"Internal Compressed format not supported %d\n", image->IntFormat);
+ fprintf(stderr,"Internal Compressed format not supported %d\n", image->InternalFormat);
break;
- }
+ }
}
else {
GLuint row_len = image->Width * image->TexFormat->TexelBytes;
/* Set the base offset of the texture image */
t->BufAddr = intel->intelScreen->tex.map + t->base.memBlock->ofs;
- t->TextureOffset = intel->intelScreen->textureOffset + t->base.memBlock->ofs;
+ t->TextureOffset = intel->intelScreen->tex.offset + t->base.memBlock->ofs;
t->dirty = ~0;
}